Merge branch 'main' of http://192.168.2.19:3000/shurongsen/Cute_demon_attacks
This commit is contained in:
commit
c11754b0f1
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using UnityEngine;
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using System.Collections;
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|
||||
/// MouseLook rotates the transform based on the mouse delta.
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||||
/// Minimum and Maximum values can be used to constrain the possible rotation
|
||||
|
||||
/// To make an FPS style character:
|
||||
/// - Create a capsule.
|
||||
/// - Add a rigid body to the capsule
|
||||
/// - Add the MouseLook script to the capsule.
|
||||
/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
|
||||
/// - Add FPSWalker script to the capsule
|
||||
|
||||
/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
|
||||
/// - Add a MouseLook script to the camera.
|
||||
/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
|
||||
[AddComponentMenu("Camera-Control/Mouse Look")]
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||||
public class MouseLook : MonoBehaviour {
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||||
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||||
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
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||||
public RotationAxes axes = RotationAxes.MouseXAndY;
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||||
public float sensitivityX = 15F;
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||||
public float sensitivityY = 15F;
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||||
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||||
public float minimumX = -360F;
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||||
public float maximumX = 360F;
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||||
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||||
public float minimumY = -60F;
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public float maximumY = 60F;
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||||
|
||||
float rotationX = 0F;
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||||
float rotationY = 0F;
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||||
|
||||
Quaternion originalRotation;
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||||
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||||
void Update ()
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||||
{
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||||
if (axes == RotationAxes.MouseXAndY)
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||||
{
|
||||
// Read the mouse input axis
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||||
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
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||||
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
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||||
|
||||
rotationX = ClampAngle (rotationX, minimumX, maximumX);
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||||
rotationY = ClampAngle (rotationY, minimumY, maximumY);
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||||
|
||||
Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
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||||
Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
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||||
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||||
transform.localRotation = originalRotation * xQuaternion * yQuaternion;
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||||
}
|
||||
else if (axes == RotationAxes.MouseX)
|
||||
{
|
||||
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
|
||||
rotationX = ClampAngle (rotationX, minimumX, maximumX);
|
||||
|
||||
Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
|
||||
transform.localRotation = originalRotation * xQuaternion;
|
||||
}
|
||||
else
|
||||
{
|
||||
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
|
||||
rotationY = ClampAngle (rotationY, minimumY, maximumY);
|
||||
|
||||
Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
|
||||
transform.localRotation = originalRotation * yQuaternion;
|
||||
}
|
||||
}
|
||||
|
||||
void Start ()
|
||||
{
|
||||
// Make the rigid body not change rotation
|
||||
if (GetComponent<Rigidbody>())
|
||||
GetComponent<Rigidbody>().freezeRotation = true;
|
||||
originalRotation = transform.localRotation;
|
||||
}
|
||||
|
||||
public static float ClampAngle (float angle, float min, float max)
|
||||
{
|
||||
if (angle < -360F)
|
||||
angle += 360F;
|
||||
if (angle > 360F)
|
||||
angle -= 360F;
|
||||
return Mathf.Clamp (angle, min, max);
|
||||
}
|
||||
}
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37
meng_yao/Assets/text.cs
Normal file
37
meng_yao/Assets/text.cs
Normal file
@ -0,0 +1,37 @@
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using System;
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{
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|
||||
public void upadte_time(float times )
|
||||
{
|
||||
tim = times;
|
||||
time_max = times;
|
||||
is_time_ing = false;
|
||||
|
||||
}
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (tim > 0)
|
||||
{
|
||||
tim -= Time.deltaTime;
|
||||
img.fillAmount = tim/ time_max;
|
||||
}
|
||||
else if (!is_time_ing)
|
||||
{
|
||||
is_time_ing = true;
|
||||
TimeEnd.Invoke();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 31f6c382bec7bcc43abbff7e235ee28d
|
||||
guid: f368307b2ff693c4a8ad9b8b29920664
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
23
meng_yao/Assets/text_1.cs
Normal file
23
meng_yao/Assets/text_1.cs
Normal file
@ -0,0 +1,23 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class text_1 : MonoBehaviour
|
||||
{
|
||||
private text t1;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
t1 = this.GetComponent<text>();
|
||||
t1.TimeEnd += test;
|
||||
|
||||
|
||||
t1.upadte_time(1);
|
||||
}
|
||||
|
||||
void test()
|
||||
{
|
||||
Debug.Log("计时器完成了!");
|
||||
}
|
||||
}
|
11
meng_yao/Assets/text_1.cs.meta
Normal file
11
meng_yao/Assets/text_1.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e9d5fdd4e85f96c458136f6b5567adb4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user